Texture Reference Problem

Discussion of rolling-stock creation & re-painting.

Texture Reference Problem

Unread postby MaineLines » Tue Jun 17, 2014 7:46 pm

Does anyone know how the TS2014 Blueprint Editor exporter decides where to look for textures? I started my 3ds max project with all textures in the main project folder then decided to move them to a Textures folder to follow standard practice. I made sure all my max references now pointed to the Textures folder and re-exported the IGS file. The Blueprint Editor still refuses to export unless all textures are in the main project folder.
User avatar
MaineLines
 
Posts: 622
Joined: Mon Sep 14, 2009 11:21 am

Re: Texture Reference Problem

Unread postby PapaXpress » Tue Jun 17, 2014 9:22 pm

It looks for mine in the textures folder.
Image
"Just post some random unrelated text. We have members here who can help you with that." ~ Chacal
"When all else fails, read the instructions... if that doesn't work either, try following them." ~ Old Prof
Image
The Grade Crossing - Atlanta North Project - Virtual Rail Creations
User avatar
PapaXpress
 
Posts: 5147
Joined: Sat Oct 23, 2010 10:30 pm
Location: that "other" timezone

Re: Texture Reference Problem

Unread postby Bananarama » Tue Jun 17, 2014 10:54 pm

Max will display textures when moved as far as one level down (new folder within the original location or from a virtual or relative path if the model itself was moved). However, you still need to reselect them using the material editor in Max and export a new IGS file for those paths to be found by the Blueprint Editor, which doesn't support virtual paths.
Cheers!
Marc - 3DTrains

Image
User avatar
Bananarama
 
Posts: 2749
Joined: Sat Feb 14, 2009 1:17 am
Location: Another Planet

Re: Texture Reference Problem

Unread postby MaineLines » Tue Jun 17, 2014 11:52 pm

That is what I remember doing in the past. Make sure all textures in the max Material Editor point to the Textures folder, export the IGS, then export with the Blueprint Editor. Here is what max thinks my references are and the the error message the Blueprint Editor gives me:
You do not have the required permissions to view the files attached to this post.
User avatar
MaineLines
 
Posts: 622
Joined: Mon Sep 14, 2009 11:21 am

Re: Texture Reference Problem

Unread postby Bananarama » Wed Jun 18, 2014 6:25 am

Have you actually tried re-selecting the textures from the Material Editor?
Cheers!
Marc - 3DTrains

Image
User avatar
Bananarama
 
Posts: 2749
Joined: Sat Feb 14, 2009 1:17 am
Location: Another Planet

Re: Texture Reference Problem

Unread postby MaineLines » Wed Jun 18, 2014 10:55 am

Yes, I did try selecting all the textures again in the Material Editor and even removed and re-applied the textures before exporting. I guess it has to be something in the IGS file that is directing the Blueprint Editor to look in the wrong place. The only other thing I can think to try is to export then import the max file in something like .OBJ
User avatar
MaineLines
 
Posts: 622
Joined: Mon Sep 14, 2009 11:21 am

Re: Texture Reference Problem

Unread postby Bananarama » Wed Jun 18, 2014 3:21 pm

MaineLines wrote:Yes, I did try selecting all the textures again in the Material Editor and even removed and re-applied the textures before exporting. I guess it has to be something in the IGS file that is directing the Blueprint Editor to look in the wrong place. The only other thing I can think to try is to export then import the max file in something like .OBJ

Or you could use the UVW Remove utility in Max (Materials Only) and assign a new multi-subobject material or import the model (with the textures removed) to a new scene and assign new textures to that. Exporting to a new format and reimporting will do the same thing, but is unnecessary and requires a few extra steps.
Cheers!
Marc - 3DTrains

Image
User avatar
Bananarama
 
Posts: 2749
Joined: Sat Feb 14, 2009 1:17 am
Location: Another Planet

Re: Texture Reference Problem

Unread postby MaineLines » Wed Jun 18, 2014 7:09 pm

Thanks, I'll give that a try.
User avatar
MaineLines
 
Posts: 622
Joined: Mon Sep 14, 2009 11:21 am

Re: Texture Reference Problem

Unread postby chrisell » Mon Aug 03, 2015 12:30 pm

Just for completeness - as this topic never seemed to get answered - look at the "export with namespaces" option in the IGS exporter. Set it to the opposite of what you currently have it set to (most of the time I think you need to enable it) and then your exports should work find in the blueprint editor.
chrisell
 

Re: Texture Reference Problem

Unread postby buzz456 » Mon Aug 03, 2015 3:47 pm

chrisell wrote:Just for completeness - as this topic never seemed to get answered - look at the "export with namespaces" option in the IGS exporter. Set it to the opposite of what you currently have it set to (most of the time I think you need to enable it) and then your exports should work find in the blueprint editor.

Hey it's only been a year+. *!greengrin!*
Buzz
39 and holding.
"Some people find fault like there's a reward for it."- Zig Ziglar
"If you can dream it you can do it."- Walt Disney
Image
User avatar
buzz456
Site Admin
 
Posts: 21054
Joined: Sun Mar 21, 2010 8:30 am
Location: SW Florida

Re: Texture Reference Problem

Unread postby sswgp60 » Thu Mar 10, 2016 1:11 am

Hello,

I'm using 3DS max 2016 and I'm having trouble exporting my models with textures into railworks. I have saved the dds files and referenced them to my textures folder to no avail.

I see you mentioned ticking the "export with namespaces" however I can't find that option? Is it within 3ds max?

Regards,
sswgp60
 

Re: Texture Reference Problem

Unread postby jpetersjr » Thu Mar 10, 2016 9:34 am

Do you have a texture folder outside of 3ds Max, if you do you can use your RWAce tool to manually create your texture files from out of your texture folder, it might take a little longer, but it does work.


See if you can use the RWAce tool and see if this help.


All you need to know is what the name was from the textures you used in 3ds Max and manually convert these into their Ace form, these will then work in RW.
Jonathan Burton Peters Jr, Big J

The Legend Of The New York Central System Shall Live Again In TS2021.


Website

https://jpetersjr1.wixsite.com/big-j-productions

3D Freeware Scenery Developer Since 2011
User avatar
jpetersjr
 
Posts: 4010
Joined: Tue Apr 26, 2011 6:31 pm
Location: Mobile, Alabama, United States,

Re: Texture Reference Problem

Unread postby sswgp60 » Thu Mar 10, 2016 9:06 pm

That worked! Thank you jpetersjr!

Solution:

Using 3ds max I used the "UVW Remove utility " and removed only the material. Then added the UVW unwrap modifier and referenced the maps from my Textures folder.

Instead of using .DDS I used the RWAce Tool and converted a PNG file to the ACE. **
sswgp60
 


Return to Rolling-Stock Design

Who is online

Users browsing this forum: No registered users and 1 guest